Skeletal animation in embodied agents
AssigneeSoul Machines Limited
InventorsMark Sagar, Jo Hutton, Tim Wu, Tiago Ribeiro, Pavel Sumetc
Life of this patent
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Abstract
Skeletal Animation is improved using an Actuation System for animating a Virtual Character or Digital Entity including a plurality of Joints associated with a Skeleton of the Virtual Character or Digital Entity and at least one Actuation Unit Descriptor defining a Skeletal Pose with respect to a first Skeletal Pose. The Actuation Unit Descriptors are represented using Rotation Parameters and one or more of the Joints of the Skeleton are driven using corresponding Actuation Unit Descriptors.
Claims12
1-24. (canceled)
An Actuation System for animating a Virtual Character or Digital Entity comprising:
- a processor;
- a memory communicatively coupled to the processor, wherein the memory stores:
- values defining a plurality of Joints associated with a Skeleton of the Virtual Character or Digital Entity, and
- at least one Actuation Unit Descriptor defining respective Skeletal Poses with respect to a first Skeletal Pose;
- and
- program instructions stored in the memory and that, upon execution by the processor, cause the processor to:
- drive the Actuation Unit Descriptor using Rotation Parameters and one or more of the Joints of the Skeleton using corresponding Actuation Unit Descriptors multiplied by corresponding Activation Weights.
A method of generating an animation of a Skeleton of a Virtual Character or Digital Entity comprising:
- defining a plurality of Actuation Unit Descriptors as animation controls configured to change rotation and/or translation values of one or more Joints of the Skeleton;
- converting the plurality of Actuation Unit Descriptors into Rotation Parameters;
- using the Rotation Parameters to blend and convert two or more input animations to an Actuation Unit Descriptor space to generate one or more animations;
- and
- composing and playing back the one or more animations on a joint-driven skeleton using any rotation representation.
A method for animating arm reaching in a Virtual Character or Digital Entity comprising:
- receiving a desired location of an end effector of an arm of a Virtual Character or Digital Entity in a parameter space;
- retrieving example poses, each associated with a coordinate of an end effector and pose Actuation Unit Descriptors;
- generating interpolated poses by interpolating poses using the example poses as interpolation nodes, wherein interpolation is performed in parameter space with a coordinate of an end effector as a parameter and pose Actuation Unit Descriptors as values;
- and
- animating the arm reaching using the interpolated poses.
Dependencies are inferred from the claim text.